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GBA Timers: Cascading timers don't tick when disabled (fixes #2812)
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@ -3,6 +3,7 @@ Emulation fixes:
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- GBA Audio: Fix improperly deserializing GB audio registers (fixes mgba.io/i/2793)
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- GBA Audio: Fix improperly deserializing GB audio registers (fixes mgba.io/i/2793)
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- GBA Memory: Make VRAM access stalls only apply to BG RAM
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- GBA Memory: Make VRAM access stalls only apply to BG RAM
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- GBA SIO: Fix SIOCNT SI pin value after attaching player 2 (fixes mgba.io/i/2805)
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- GBA SIO: Fix SIOCNT SI pin value after attaching player 2 (fixes mgba.io/i/2805)
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- GBA Timers: Cascading timers don't tick when disabled (fixes mgba.io/i/2812)
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Other fixes:
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Other fixes:
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- Core: Allow sending thread requests to a crashed core (fixes mgba.io/i/2784)
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- Core: Allow sending thread requests to a crashed core (fixes mgba.io/i/2784)
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- Qt: Fix crash when attempting to use OpenGL 2.1 to 3.1 (fixes mgba.io/i/2794)
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- Qt: Fix crash when attempting to use OpenGL 2.1 to 3.1 (fixes mgba.io/i/2794)
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@ -34,7 +34,7 @@ static void GBATimerUpdate(struct GBA* gba, int timerId, uint32_t cyclesLate) {
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if (timerId < 3) {
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if (timerId < 3) {
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struct GBATimer* nextTimer = &gba->timers[timerId + 1];
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struct GBATimer* nextTimer = &gba->timers[timerId + 1];
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if (GBATimerFlagsIsCountUp(nextTimer->flags)) { // TODO: Does this increment while disabled?
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if (GBATimerFlagsIsCountUp(nextTimer->flags) && GBATimerFlagsIsEnable(nextTimer->flags)) {
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++gba->memory.io[REG_TMCNT_LO(timerId + 1) >> 1];
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++gba->memory.io[REG_TMCNT_LO(timerId + 1) >> 1];
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if (!gba->memory.io[REG_TMCNT_LO(timerId + 1) >> 1] && GBATimerFlagsIsEnable(nextTimer->flags)) {
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if (!gba->memory.io[REG_TMCNT_LO(timerId + 1) >> 1] && GBATimerFlagsIsEnable(nextTimer->flags)) {
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GBATimerUpdate(gba, timerId + 1, cyclesLate);
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GBATimerUpdate(gba, timerId + 1, cyclesLate);
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